That’s a good distinction. But the actual time lapse between an opponent jumping is much much longer than the time it takes for you to confirm lklk. Given that difference, the mental scenario of “is the likelihood of him jumping here high” or even “I just saw him jump”…it is more than enough time to come up with an answer.
I just need to train myself to be more aware of anti-airs.
Duds jump is too fast. I have had a very difficult time being able to react to it and dash under as ken many times even offline.
Generally speaking, I also have a much easier time dashing under jump ins if I am mak or chun.
Bob: OS poke is good outside of poke range. It’s also good inside of poke range, but in the event that your opponent has a super stock, it’s best to parry empty and make sure they do not cancel super before you punish. It sounds tough but with more experience and muscle memory, it becomes natural. For instance, with ken against the corner, you stand outside of throw range and low parry, stutter, then punish. Occasionally you will miss the punish window, in which case you can settle on a throw until the next time.
oh I meant as anti air! you guys were saying earlier don’t rely on parrying jump ins, either choose the correct normal as anti air or just block. but I’ve had a lot of success with Chun OS parry and close roundhouse, and okay success with ken parry + target combo for some jump arcs. those both seem to cover a ton of possible jump in options and timings. but I figured you guys knew how to break that down or when it’s inappropriate to be using it.
Oh! It’s ok but it’ll lose to the aforementioned jump high arc attack. If you do it early and get the parry, it’ll be a neutral hop kick, which isn’t helpful to you. Not only that, but if the opponent is not an idiot, he will also he inputting a parry before his attack, which would neutralize your choice completely. You should be exploring your options vs your opponents, but overall this option should be explored early and then you should move on if the opponent is adaptive.
This video of nuki vs dud 5 is great. Watch how well nuki deals with Dudley’s jump ins. not only by walking or dashing under but standing at a distance or walking back where the jump in isn’t a threat/outside his jump.
Chun has the fastest back walk speed (along with ibuki)), a forward walk that is also one of the fastest (only slower than ibuki, twins and dudley) and an excellent dash. which I think are factors in why it’s more difficulty to walk or dash under Dudley’s jump ins as a shoto compared to some other characters from my experience
A better option (assuming your opponent jumps in deep more than early attacks) is to input early parry jab, then parry again with HK. Your jab as antiair is so quick that your opponent cannot punish with a heavy move; if he does, your parry will be there in time to get him, guaranteeing the HK connect. Alternatively, you input parry jab again until it works if you hit him, you’re free to follow with a reset game. If you fail, you take a minimal amount of damage. If you succeed you get a confirmable ground HK.
if you use close rh, you can buffer a HJ after it so if they parry it you HJ then stomp and combo with j. Hp TC or jump down fierce -> cr jab reset mix up. I’ll link a video of this later.
Are you sure the game will let you register two anti air parry attempts in that short of a period of time?
oh wow that sounds really cool. yeah I’d definitely like to see it. I don’t have access to a training mode at the moment or I’d go try it myself.
Yuuki: try it and find out
BUMP! Streaming tonight, starting vs Denjizz in 5 mins…
Was practicing my guessing game today. Please forgive my gambles. I waas brushing up my poker 3s.
I don’t think he means 2 parry attempts in one situation
Far Jab/Close Jab for Chun as a late anti air against the jump in
The situation changes to “reset” or both players are now grounded. The 2nd thing to do was buffer a parry into his Chun close Roundhouse, in case of for example a fast cancellable confirm normal move like Shoto close fierce or something.
And Igloo meant in the anti air situation using Chun “Shoryuken,” remembering he went Yang on me once and “yeaaargh” getting Roundhouse(Yang no close Roundhouse) after anti air. “So used to only being Chun-Li for that situation!”
but you guys can say more, can’t speak for someone else. I’m expecting the close roundhouse by Igloo’s Chun to hit while they’re still in the air, they then “flip over” before landing and making the new grounded situation. Like does he have to wait just enough time before that punish to have them grounded and go into that other stuff with SuperJump cancel it to confirm his SA2
well that makes sense if the jump in was so “deep,” that even after parry, the jump in attacker should be grounded already.
BUMP. will be streaming sometime tonight, hop on GGPO or subscribe to my twitch (http://www.twitch.tv/exotech) to find out! I will also bump this post before starting!
bump!
bump! stream is live! come join us!
Am I really getting better? Or are you just playing around?
you can ask nica ko for that question!
I’ll take that as a yes and no =D
I’ll try to be on GGPO tomorrow. You can beat me up.